Katana ZERO walkthrough: room landmarks and clearing steps
Major normal-story PC stages organized by room landmarks, first danger, action order and completion checks. Special fights and progress branches are separated; later content stays in collapsed answers.
Edition: Katana ZERO PC Steam normal story, app 460950, Windows. Hard Mode, Speedrun, Katana HERO, additional story DLC and console inputs are not mixed into the normal route.
Verification scope: Public sources checked on 2026-10-04. The game was not launched and the current build is unconfirmed. Standard PC inputs follow agreement between several sources; use your own changed bindings. Japanese dialogue in the source is a paraphrase of its meaning.
Sources checked: 2026-10-04
56 / 56 rows
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Match tape names and room landmarks
Major story stages are listed in progress order. Open only the scene you are playing to avoid reading later enemy orders or story events in advance.
Wide tables scroll horizontally.
| Situation | Check | Where to look |
|---|---|---|
| Stuck in normal combat | Tape name, indoor doors, stairs and cameras | The corresponding tape's collapsed answer |
| Fight against a special opponent | Input prompts, attack cues and phases | Special encounter within that tape |
| Controls change from normal | Playable character and dedicated display | That tape's steps |
| Dialogue does not let you continue | Where the conversation ended and the choice made | The relevant section with a progress branch |
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Each room has multiple solutions. Other guides do not use consistent room numbering, so these directions do not rely only on unofficial room numbers. The mode is normal story.
Answer 2 (spoilers)
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Answer 01: Factory Hideout
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Introduction, factory after the phone call | Melee enemy on the stairs and shooter beyond the door | Slash the enemy on the right stairs, handle the gunman beyond the left door first, then move to the next enemy | Did you clear around the door before entering distant lines of fire? |
| Room with rows of lasers | Touching the neighboring line at the dodge endpoint | Watch gaps in slow time and dodge, then make the next input from safe floor. Stop the lasers with the lever farther inside | Check the change after the lever. Do not move into a line through the motion of a slash |
| Shaft, breakable ceiling and fan | Enemies above and rotating blades | Wall-jump up and slash through the ceiling. Use slow motion to dodge through the fan's gap, then reach the lever beyond | Defeat remaining enemies in the final area and reach the target person |
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Answer 3 (spoilers)
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Answer 02: Murdower Hotel
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| First elevator and stairs | Gunman emerging from a door | Prepare for where the door opens and defeat the gunman before taking the stairs. Pick up a throwable and use it on the enemy who counters slashes | If melee attacks are blocked, change distance or attack direction instead of repeatedly attacking |
| Stairs to the penthouse | Lines of fire above and below, and counterattacks | Look at enemies on each floor before dropping down. Separate distant targets with throws and nearby ones with slashes | Are you exposing your back to a gun on another floor? |
| Glass door in the background and outside balcony | A route inaccessible from indoors alone | Go out through the glass door, travel outside and return indoors. Check the target on the final balcony and head for the exit | Finish the final area and escape. For the separate missable procedure, use the collectibles article |
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If prioritizing the key, check the corresponding unlock-guide section before entering the final area.
Answer 4 (spoilers)
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Answer 03: Club Neon
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Dancing crowds and guards | Running to the next floor while still visible | Use crowds as cover, watch guards' backs and move to the next crowd. At the stair landing, also wait for upstairs sightlines | Did you reach the next crowd or platform unseen? |
| Security cameras and closing doors | Camera sightlines | Retreat behind a corner or box, wait for sightlines to break and the door to open, then move | Break sightlines on screen rather than continually pushing against the door |
| Fixed turret and ceiling steam pipe | Turret fire and the opponent's view | Dodge beside the turret and slash it. In the room with a knife, aim at the ceiling steam pipe and use the steam to block sightlines | Did you move after breaking the enemy's line of fire? |
| DJ and telephone farther inside | A choice to cut the conversation short | Advance the story conversation and finish the mission. For hidden dialogue requirements, do not rush to kill or interrupt; check the unlock guide first | Continue to the therapy session after the stage |
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Answer 5 (spoilers)
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Answer 04: Mutual-Nil Prison
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Cell block on the outward trip | Missing the destination | Go right, then from the farthest upper floor circle left and inspect the corpse in the toilet to start the return route | Return while watching guards along the route you took |
| Open cells and patrolling police | Running or landing noise, and sightlines | For a no-kill order, walk, wait in open cells and pass behind patrols. Do not mix this with reducing numbers by attacking | Reach the next cover without killing police |
| Bottle above the stairs and stationary police officer | Officer watching the exit | Take the bottle, step back slightly and throw up-right to turn the officer with the sound. Walk behind them | Do not hit and defeat the officer with the bottle |
| Surveillance room to exercise yard | Patrol outside the door and wide sightlines | Check the monitor before leaving. Cross the yard using benches, tables and exercise equipment as successive cover | Finish the mission and return home. If ordered to kill everyone instead, follow that order |
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Dialogue can change the mission order on some routes. Do not apply steps intended for a no-kill instruction unchanged when the screen orders elimination.
Answer 6 (spoilers)
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Answer 05: Studio 51
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Film studio centered on an elevator | Getting lost looking for the same exit | Collect cards in three sets and return to the lobby elevator after each section | Check card colors and sets not yet visited |
| Chapel of Doom | Lights and moving platforms | Slash lights obstructing the route, ride carts and platforms, and collect the purple card | After getting the card, return to the lobby |
| A Space Uncertainty | Distant group and explosives | Use a Molotov on the barrel to reduce multiple dangers. Take the yellow card farther inside and return along the same route | Do not remain inside the blast area yourself |
| Quiet Hills | Surveillance sightlines | Use smoke to break visibility. Follow the passage above the wall, slash through the breakable floor and continue to the blue card farther inside | With all three colors, go to the lobby door |
| Fight with V beyond the three-color cards | Counterattacks against frontal slashes | Reflect a shot to make V defend, then dodge behind and slash during the opening. Connect the reflection and rear attack as one sequence | Normal progress continues even after repeated defeats. The victory achievement has a separate requirement |
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Sources disagree on the number of hits needed against V, so no fixed count is given. The cards advance this stage and are separate from hidden keys.
Answer 7 (spoilers)
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Answer 06: Mansion Hideout
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| V's room and pursuit | Nearby shooters | Follow while reducing lines of fire with dodges and smoke. Drop through the breakable floor near the camera | Check the route through the electrical room |
| Electrical room and the area with a flamethrower | Distant gunmen and explosives | Break the power with a Molotov and return upstairs. Pick up the flamethrower, use it on the red barrel to handle enemies beyond, and leave the blast area | Check the outage and opened route. The flamethrower is a weapon picked up and used here |
| Three-level room with a thief | Enemies on several floors and a time limit | For story progress, deal with ordinary enemies and lines of fire, then head for the exit. For the hidden pickup, check the collection steps before opening the upper-left small room | Do not assume you can return to earlier dialogue or pickup requirements after leaving the room |
| Scene bound to a chair | Being attacked while unable to move | Rock the chair left and right until it falls. Once free, dodge right, use the available throwable on the gunman and recover the sword | Handle the remaining gunmen and enter the fight with the axe-wielding opponent |
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Answer 8 (spoilers)
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Answer 07: special encounters later in Mansion
Wide tables scroll horizontally.
| Opponent / cue | Response | Attack opportunity | Check after failure |
|---|---|---|---|
| Mr. Kissyface: axe throw | Dodge the incoming axe and stay away from its return path too | Get behind the opponent and slash | Did you dodge only the outgoing axe and get hit on its return? |
| Mr. Kissyface: charge | Watch the charge direction, dodge and reposition behind | When the opponent falls, approach to finish and hold the displayed attack input to advance the struggle | Are you still dodging after the fall and missing the attack prompt? |
| Motorcycle chase: aiming circles and missile rows | Move outside the circle. Enter a gap in the row, then shift with the next alternating row | Prioritize avoiding attacks over attacking | Do not remain in the same gap without moving |
| V leans out of the helicopter | Use slow motion and slash to reflect the fired bullet | Sources describe a sequence of landing three reflected shots | Do not confuse this with reflecting missiles |
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Not every aiming marker in the chase is handled with the sword. Sources use different names for the object used to recover the sword during Kissyface, so check your held-item display and what can be thrown.
Answer 9 (spoilers)
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Answer 08: Chinatown
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Casino recording and rewind | Locking in a losing outcome | Record before the game, rewind after losing and change the choice. Record again after winning, then move to the next game | Continue toward entering the office |
| Office to outdoors | Missing an object to inspect after the mission | After defeating the opponent, inspect the surveillance tape on the desk and go outside | Tape acquired and movement to the next area |
| Shield enemies, drones, windows and breakable floors | Frontal defense and aerial lines of fire | Dodge behind shields or enter from routes above or below. Reflect drones' shots or slash within range, and do not stay near the explosion | Check whether an exit is passable |
| Masked conversation after being surrounded | A branch leading to an ending | To continue the main story, choose to live. Choosing death leads to a different ending; revisit Chinatown and choose again if you want to continue | Later tapes continue |
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Answer 10 (spoilers)
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Answer 09: The Dragon's Tape
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Opening with a different playable character | Using inputs as though the abilities were Zero's | Hold the dedicated movement ability, aim its line and release. Align rows of enemies on either side along the line to handle them together | Will the ability end on safe floor? |
| Six lasers and shooters above | Sliding back into danger after moving | Use the ability to cross a line, handle the shooter above, then aim across the next. Also use it vertically to escape upward | Wait until the cooldown display clears before the next use |
| Upper floor with rows of cells | Leaving an enemy or obstacle at the endpoint | Aim the line through to the room's exit side and leave space for sliding after landing | Finish the tape and return to normal progress |
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This is not the same effect as normal slow motion. Selecting an additional sword is not described as transferring directly to this character's ability or weapon.
Answer 11 (spoilers)
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Answer 10: Slaughterhouse
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Area with TVs and ceiling cameras | Surveillance changes the route | For normal progress, you can continue to the tests after surveillance. For the key, use a separate undetected route from the beginning | Do not confuse a lit TV with the undetected collection route |
| Presses and sticky bombs | The descending press and detonation position | Pass under a raised press. Throw a sticky bomb, then press again to detonate when the target approaches a group | Retreat to a position outside the blast first |
| Two levers and machinery | Returning to the same position without changing direction | Start the machine from the wall side and switch direction from the floor side. Stop once enemies are handled and a passable position is available | Leave a position from which the exit is reachable |
| Post-surveillance test: presses | Missing safe warning cues | Enter the green projected area and avoid red danger areas. Follow the safe warning cue instead of lining up directly beneath the press itself | Retry from each phase's checkpoint |
| Post-surveillance test: reinforcements and lasers | Taking enemies from both sides together in the center | Move toward one side before reinforcements and defeat the nearest enemy first. Watch the next laser's back-and-forth motion in slow time and dodge; move after the sniper aim locks | Check your waiting position again when the phase changes |
| Final storage area | Missing the interaction needed for progress | Inspect recordings as needed, then open the cryogenic capsule on the right to finish the mission | Continue home and to the next therapy session |
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The hidden pickup route avoiding cameras is separated into the unlock guide. This text includes the normal route that continues even after surveillance activates.
Answer 12 (spoilers)
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Answer 11: Bunker Part 1
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Entrance elevator | Shooting immediately on arrival | Handle entrance enemies and go down. Dodge behind the shield enemy and use the bottle you picked up on the distant shotgun enemy | Do not stop at the landing and become a target from every direction |
| Area with rows of moving lasers | Invulnerability ending immediately after crossing a line | Watch their travel direction in slow time and dodge two groups at a time. Wait for the next line in the space near the central door | Is your body outside the danger zone before the next dodge? |
| Lower level with turrets and gunmen side by side | Overlapping frontal automatic fire | Use the knife above to lure enemies right, then drop from the left floor and get behind them. Dodge toward turrets and slash | Do not try to destroy turrets through reflections alone |
| Lever near the turret | Upper route before it is unlocked | Clear around the turret, pull the lever and open the upper passage to continue | Move to the next tape |
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Answer 13 (spoilers)
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Answer 12: Bunker Part 2
Wide tables scroll horizontally.
| Stage / room landmark | First danger | One example action order | Completion check / retry |
|---|---|---|---|
| Area with long stairs | Enemies approaching from above and below | Check each floor's descent and handle one area at a time. Collect busts, smoke and knives on floors offering them, and watch enemies climbing from below | Do not drop rapidly into another floor's line of fire |
| Patrolling soldiers and sticky bombs | Blast radius | Attach a bomb to a patrol and detonate as it approaches others. Also use controls that change lasers to reduce lines of fire | Check the explosion before moving on |
| Main computer area | Gun and lasers on the right | Block right-side shooting with smoke and use the lower lever to switch off the lasers ahead. Hit the upper barrel with a Molotov to handle enemies | Reach the final special encounter |
| Authentication and therapy after the special encounter | Defeating the opponent alone does not advance progress | Use the head for authentication to open the vault and advance the conversation inside. After the final therapy session, check the desk and interactable objects, then continue through the apartment scene to the note | See the story's ending |
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The ending does not guarantee answers to every story mystery. Additional story content in development is not filled in as an immediately playable route.
Answer 14 (spoilers)
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Answer 13: the final normal boss's two phases
Wide tables scroll horizontally.
| Phase / action | Warning cue | Response | Check after failure |
|---|---|---|---|
| Headhunter: upper floor | Laser aiming line | Dodge the attack following the line, then strike immediately after it. Reduce reinforcements from the entrances first | Are you chasing only the boss and turning your back on reinforcements? |
| After the floor collapses | The fight moves downstairs | Treat this as a separate phase and reset your plan. Sources describe a checkpoint between phases | Do not keep waiting only for the upstairs cues |
| Lower floor: knife charge and explosion circles | The approach stance and circles on the floor | Pass the charge to get behind, then leave the blast area. Do not remain near bombs after counterattacking | Are you stopping because landing one hit felt safe? |
| Lower floor: lasers and turret | Warning lines and the turret on the left wall | Dodge the line attack and destroy the turret when it appears to reduce incoming fire | Does the dodge destination cross another line of fire? |
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Hard Mode changes attacks. Required hit counts and invulnerability frames have not been checked in-game, so the guide focuses on warning cues and openings for counterattacks.
Frequently asked questions
Room numbers do not match another guide
Guide room numbers are unofficial and divide scenes differently. Match this page by tape name and landmarks such as doors, stairs and cameras.
Are the table's steps the only correct answer?
No. The normal story offers multiple solutions. Patrols and input timing change the situation, so these are examples to use while checking lines of fire and dodge endpoints.
My usual ability suddenly stopped working
Some dedicated scenes change controls. Check the displayed character and ability, then review inputs and endpoints in that tape's collapsed answer.
Can I use this in Hard Mode?
Movement and reading danger may help, but enemies, layouts and bosses change, so the normal-story order is not guaranteed. This article covers the normal story.